ACE3/addons/common/functions/fnc_unloadPersonLocal.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: ViperMaul
* Unload a person from a vehicle, local
*
* Arguments:
* 0: Unit to unload <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Unloader (player) <OBJECT> (default: objNull)
*
* Return Value:
* Succesfully unloaded person <BOOL>
*
* Example:
* [bob, car, bob] call ace_common_fnc_unloadpersonLocal
*
* Public: No
*/
#define GROUP_SWITCH_ID QFUNC(loadPerson)
params ["_unit", "_vehicle", ["_unloader", objNull]];
TRACE_3("params",_unit,_vehicle,_unloader);
//This covers testing vehicle stability and finding a safe position
private _emptyPos = [_vehicle, (typeOf _unit), _unloader] call EFUNC(common,findUnloadPosition);
TRACE_1("findUnloadPosition",_emptyPos);
if (count _emptyPos != 3) exitwith {
WARNING_4("Could not find unload pos %1-ASL: %2 isTouchingGround: %3 Speed: %4",_vehicle, getPosASL _vehicle, isTouchingGround _vehicle, speed _vehicle);
if ((!isNull _unloader) && {[_unloader] call FUNC(isPlayer)}) then {
//display text saying there are no safe places to exit the vehicle
[QGVAR(displayTextStructured), [localize LSTRING(NoRoomToUnload)], [_unloader]] call CBA_fnc_targetEvent;
};
false
};
unassignVehicle _unit;
[_unit] orderGetIn false;
TRACE_1("Ejecting", alive _unit);
_unit action ["Eject", vehicle _unit];
[{
params ["_unit", "_emptyPos"];
_unit setPosASL AGLToASL _emptyPos;
if !([_unit] call FUNC(isAwake)) then {
TRACE_1("Check if isAwake", [_unit] call FUNC(isAwake));
if (driver _unit == _unit) then {
private _anim = [_unit] call FUNC(getDeathAnim);
[_unit, _anim, 1, true] call FUNC(doAnimation);
[{
params ["_unit", "_anim"];
if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
[_unit, _anim, 2, true] call FUNC(doAnimation);
};
}, [_unit, _anim], 0.5] call CBA_fnc_waitAndExecute;
};
};
}, [_unit, _emptyPos], 0.5] call CBA_fnc_waitAndExecute;
[_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide);
private _loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded deleteAt (_loaded find _unit);
_vehicle setvariable [QGVAR(loaded_persons), _loaded, true];
true